Post by mardaddy on Apr 1, 2008 11:13:08 GMT -5
The Empire player is working on a themed army and fielded every model he had (extremely limited range of choices due to focusing his purchases on his theme.)
My list was originally set at 2,000pts, expecting enemies also at 2,000pts, with the relevant level of Runes and such. I shaved off units and some magic to reach the point threshold needed. Play was on a 24x36 board with 12in deployment zones, three pieces of area terrain.
We both realized that this was a real ad-hoc game, and neither of us have played much, but we had friends that knew the rules much better playing a game at the next table so even though we’d screw up a little, we could get judgments or clarifications when needed.
He fielded 2 formations of knights, 5 ranks(!) of swordsmen & a unit of pistolers, a cannon and a mounted hero.
I had a Dwarf Lord, a Runelord w/Anvil of Doom, a unit each of Warriors (Great Weapons, and Thane w/Army Battlestandard attached), Longbeards (Greatweapons & a Runic Standard), and Thunderers.
First turn of the game my Lord took two wounds from a cannon shot that missed a unit but bounced into him. Had a lot of movement for the first couple of turns, each of us trying to make sure we supported our own guys in case of attacks. Runes struck from the anvil inhibited some enemy movement and charges for a turn, but two anvil failures back to back near the end of the game meant DOOM!
The Thunderers got flank charged, but in two rounds of CC held off the knights, even dropping two of them before finally taking three casualties in the third round of CC, but still not breaking.
The Longbeards got charged head on and repelled the enemy for two rounds, killing three knights before they took two casualties in the third round of CC.
The Warriors were charged by the swordsmen and we traded casualties at 2/1 (2 of his died for every 1 of mine), that same unit of Warriors was flank charged by the Mounted Hero, which did an additional three down. The Standard kept them for two turns, as one of the runes made my unit count for 2x its actual number in combat resolution + the Thane's leadership. My single wound Lord rounded the Warrior formation and hit the Mounted Hero.
The Hero had some magic armor that caused the Lord to make a Strength check for each attack before actually rolling to hit. Of the Dwarf Lords 5 possible attacks, only one hit, wounded, and he failed the save. The Great Weapons Rune of Smiting came into play – any successful wound that is not saved is actually d6 wounds… I rolled a 4 and killed his Mounted Hero with that one shot.
Due to the aforementioned two subsequent failures of the anvil to do anything, I could not strike the runes to give bonuses for my guys in their break tests… On my own turn, the Warriors broke and were overrun, the Longbeards broke and were overrun. The Thunderer’s stood firm, but now all I had left was them, my one-wound Lord, and anvil. The anvil was being assaulted by four ranks of Empire swordsmen this turn, and my Lord was destroyed by a pistolers volley. I conceded at that point.
Due to his mounted theme and the fact that I am stumpy – I was waaaaaay out maneuvered. The Anvil could have mitigated and helped out a bit in the beginning, but I could not recover from failing twice in a row. I gotta say only luck held the Thunders formation intact. Had I made a list from the get-go with a goal of 1,050pts I would have been able to take more of the less expensive and more useful runes than the higher-powered ones I did have, my list was expecting a higher-pointed enemy.
And there were other things – we realized in the middle of the game that at our point value I should not be fielding a Lord, it should have been a Hero, but the other player let it ride. Lost with spades, but still had a lot of fun!
My list was originally set at 2,000pts, expecting enemies also at 2,000pts, with the relevant level of Runes and such. I shaved off units and some magic to reach the point threshold needed. Play was on a 24x36 board with 12in deployment zones, three pieces of area terrain.
We both realized that this was a real ad-hoc game, and neither of us have played much, but we had friends that knew the rules much better playing a game at the next table so even though we’d screw up a little, we could get judgments or clarifications when needed.
He fielded 2 formations of knights, 5 ranks(!) of swordsmen & a unit of pistolers, a cannon and a mounted hero.
I had a Dwarf Lord, a Runelord w/Anvil of Doom, a unit each of Warriors (Great Weapons, and Thane w/Army Battlestandard attached), Longbeards (Greatweapons & a Runic Standard), and Thunderers.
First turn of the game my Lord took two wounds from a cannon shot that missed a unit but bounced into him. Had a lot of movement for the first couple of turns, each of us trying to make sure we supported our own guys in case of attacks. Runes struck from the anvil inhibited some enemy movement and charges for a turn, but two anvil failures back to back near the end of the game meant DOOM!
The Thunderers got flank charged, but in two rounds of CC held off the knights, even dropping two of them before finally taking three casualties in the third round of CC, but still not breaking.
The Longbeards got charged head on and repelled the enemy for two rounds, killing three knights before they took two casualties in the third round of CC.
The Warriors were charged by the swordsmen and we traded casualties at 2/1 (2 of his died for every 1 of mine), that same unit of Warriors was flank charged by the Mounted Hero, which did an additional three down. The Standard kept them for two turns, as one of the runes made my unit count for 2x its actual number in combat resolution + the Thane's leadership. My single wound Lord rounded the Warrior formation and hit the Mounted Hero.
The Hero had some magic armor that caused the Lord to make a Strength check for each attack before actually rolling to hit. Of the Dwarf Lords 5 possible attacks, only one hit, wounded, and he failed the save. The Great Weapons Rune of Smiting came into play – any successful wound that is not saved is actually d6 wounds… I rolled a 4 and killed his Mounted Hero with that one shot.
Due to the aforementioned two subsequent failures of the anvil to do anything, I could not strike the runes to give bonuses for my guys in their break tests… On my own turn, the Warriors broke and were overrun, the Longbeards broke and were overrun. The Thunderer’s stood firm, but now all I had left was them, my one-wound Lord, and anvil. The anvil was being assaulted by four ranks of Empire swordsmen this turn, and my Lord was destroyed by a pistolers volley. I conceded at that point.
Due to his mounted theme and the fact that I am stumpy – I was waaaaaay out maneuvered. The Anvil could have mitigated and helped out a bit in the beginning, but I could not recover from failing twice in a row. I gotta say only luck held the Thunders formation intact. Had I made a list from the get-go with a goal of 1,050pts I would have been able to take more of the less expensive and more useful runes than the higher-powered ones I did have, my list was expecting a higher-pointed enemy.
And there were other things – we realized in the middle of the game that at our point value I should not be fielding a Lord, it should have been a Hero, but the other player let it ride. Lost with spades, but still had a lot of fun!